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Battlefield Modding Tutorials BFMODS • View topic - Washed out textures

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Tue Nov 01, 2005 6:57 pm 
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Ok I got it working. That is what happens when you set the main bases to 99/98. CTF works fine, but the issue is when you enter the cp radius the whole flag pole (complete with flag and cement base) appears above you and goes back back once you cap it. I think with some time I can get the objects to look right.

One other note, now that in 1.03 the |cxxx or whatere stuff has been removed, the messages look a funny. Is there a way make that 1.03 compatible?

One last thing, I need a short metal poll object. What I want to do it make the ctf object a flag on a short poll and then stick the poll through the soldiers backpak. That way when you take the flag, everyone will see the flag carrier with the flag like so. Is there a metal poll in BF2 already (that is not too long) or do I need to make one?

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PostPosted: Tue Nov 01, 2005 8:52 pm 
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I dont know if theres an pole, but i do know you needto be carefull with vehicles and the pole. Image what happens if you enter an aircraft ;). thats just not somthing you cna fix, you cna only make the best odf it (somewhere in that script theres soe lines that will make the postion go 1 m above solder orso, you cna change that easily.

Now for the |cXXX. DICE thought "oh no, players are orange, we need to fix that" so |cXXX doesnt work. Unfortunatly for them, we modders arent stupid and theres an solution (my name is orange atm, using the prefix option). Just be please EA im not going to post it directly into these forums, ill sned a PM.

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PostPosted: Wed Nov 02, 2005 5:12 am 
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ok got the c|xxxxx thing fixed. And sort of got all the CTF working.

I cannot seem to get an object to act a as CP, but what I did get to work was remove geometry from the desired CP, change its ID to 99, and add a static flag pole to the map (you can add static objects to the GamePlayObjects.con so it only adds the pole to that game mode and not all). The only issue right now is the flag is at the bottom of the pole and as you can see the flag is still floating above the player.



How do make it so that the flag is on the player? And maybe so that you cannot take the flag while in a PCO (I didnt have to get out to take the flag).

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PostPosted: Wed Nov 02, 2005 7:09 am 
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Is this being run from a dedicated server?

Or just the "Create" option from the BF2.exe?

I am asking because I dont know anything of python.
We have a CTF team of Python Scripters and they need a game-coders
help. I get lost in their code.

Both of you could be a fantastic addition if you are willing to help a Mod
get it done.

PM here, or register at and post there.
I feel lost just trying to run the game mode as they have it set up.


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PostPosted: Wed Nov 02, 2005 11:22 am 
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PostPosted: Thu Nov 03, 2005 12:38 am 
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Ok first off I have no idea where that PCO code bit goes.

Second. Addtemplating a CP to a PCO will not work. That leaves the only option of making a PCO that looks like a flag (or looks like nothing and has one addtemplated to it).

Problem:

I can make a stripped down copy of the humvee and call it US_CTF_Flag and addtemplate either a flag or CP to it (the both have the same result, a humvee hull that you can abosultely nothing with). It is however a PCO, so that means that it can be spawned and should be movable via python.

Now for some odd reason I cannot change the geomety and collision mesh of it. Every time I try it CTD without an error. I have no idea why this is. I have tried making a new PCO from scrath and got the same results. There has to be somthing I am doing wrong, but I cannot figure out what.

Basically the goal is PCO with nothing (no seats, entry points, armor, etc. Nothing.) I needs to either look like an animated flag or have the flag_us addtemplated to it (flag_us is an animated flag, so would take care of that). It must be a PCO so that python can move it.

I have no idea why I cannot seem to make such a simple object. It works and looks right both in the code and in the editor, but the game keeps CTDing me.

Anyway if we have that object, we should then be able to modify the py script to move said PCO around with the player. We could set the US_CTF_Flag_Spawner at the top of the flag pole and when ever some one entered said CP range, the US_CTF_Flag could then be moved along with the player. The only other issue is how to remove the animated flag from the one main CTF CP only (you can remove the flag templates in the ini.con, but that would remove them for all CP in the map).

Anyway that is my train of though. Not sure if will work, but it seems like it would. The only possible issue I can forsee at the moment is dealing with all sides for the flag (MEC and CH) as the CTF flag(s) would be hardcoded to thier side.

Any thoughts, suggestions, cretiques, or PCOs?

UPDATE:

Ok I got the PCO to work. It seemed to be an issue with collision meshes. Not sure, either way it works now (at leaste the flag PCO). I was also able addtemplate a CP to it, so it dynamically detects the proper flag. The new object names are T1_CTF_Flag and T2_CTF_Flag. All that is left to be done is adjust the py script so that it moves the PCO with those names. I havent the slightes idea how to do so, so until then I can do no more. (I'll see if I can figure out a way to remove flags from the polls, or a leaste find a work around. I am fairly confident that new object will work.

Here is the CTF Flag PCO objects:
http://www.serversidemodding.com/users/ ... zz/CTF.zip



I have found a few bugs in the ctf script that we may want to look into if this works. Some of what I have found so far (note: this is done with only one player and gameplay started (ie numplayerneed was set to 1):
1) When flag carrier dies and respawns the flag folled me. Even across teams. Maybe a bug with only one player?
2) Vehicles (I havent had a chance to test the above fix)
3) Scoring. 10 points were awarded when capped (thats correct), but instead of adding 1 to the total flags capped (like in 42) it added 100 tickets to the total remaining. I assume that the game will end like a normal CQ round since tickes still seem to work normal? That needs to be fixed if possible.

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